Sorry about the blinking, no idea why OBS did that.
EDIT: Btw, only lap counter matters as you can see.
I have 1.2 regular version and it works for me.
Let me try it out.
I'd guess object or world details. Also, please use the circuit lap glitch, it should lower the time by at least an hour.
Indeed, speedrun.com is primarily for RTA runs, but I think that misc category should be only for runs with obscure rules or difficulty.
Thanks for making me a mod.
Oh, ok. If it makes the game faster, then it should be definitely a rule to force 50 fps.
EDIT: Mhmd_FVC's run is on Medium.
I saw there is a variable "fps limit" on PC version. Does it actually have any effect on the gameplay?
Also, there should be a variable "difficulty" as it has a huge effect on cops. For example the last mission is an absolute nightmare on Hard.
It will still take like 7 hours to finish :)
It's fine if the track is unlocked before finishing it.
That is so cool! I hope this works in all NFS game with the same engine (U2, Carbon, Underworld) :)
EDIT: Nope, it doesn't work in Carbon.
"Now I am on the first Blacklist enemy. We have 3 races. Two of them are circuits a KO-Race and a normal circuit race. Now I go back to the garage and go into the Quick-Race option. Not all tracks are unlocked. But the same track from Blacklist is also in the quick-race option currently unlocked."
OK, so if a track is already unlocked before finishing it first like JessicaSix mentions, it should be allowed since you can do that in SS/RTA runs. But if a track gets unlocked after you finish it or a chapter, it shouldn't be allowed. Hmm, this run will be even harder to verify that I thought :)
"KO-Race do not allow to change the lap number, but when you change the Car number you ALSO change the lap number !"
Are you saying this trick also works for knockout races? That could save a whole bunch of time.
"The ethic question is. This option menu do also allow to change the difficulty level and yes it works. So 3 difficulty levels, from easy, normal, hard. On the normal way we can not change this rule. But we can not verify this option. The SAME on NFSHP2 PS2. So yes or not. Maybe this also works on Carbon ? I hate this problem for HP2 because I can not verify the gameplay for tournament mode, we can easy manipulate the difficulty level. The police has not see me on easy difficulty ! We can easy manipulate the police difficulty."
Another thing to test, I guess. I'll try it in Carbon, although there are only 2 circuits to do iirc. Still, it might save enough time to get the RTA run to sub 2 hours ;)
I think I should finally install MW to test this glitch myself.
Can someone verify this trick?
EDIT: JessicaSix says you can only unlock tracks if you first complete them, so I'm afraid the trick can't be used. If I understand it correctly, your idea is to load up your latest save, win the circuit once to unlock the track in free mode, then load up the latest save again and start running the track with the glitch. Since you're only loading a career save, the track should stay unlocked in free mode, right? That's unfortunately NG+ territory since you can't do that in SS/RTA.
So if I understand it correctly, it should be like this: Create a new profile, start your run, start career, finish couple tracks, quit to main menu, open free race, do the glitch on unlocked track, then go back to career.
Correct?
I'm not sure I see the point of having half of the runs with RTA+IGT and the other half with only RTA :) Maybe if we add a variable like "RTA/SS" or so, kinda like what Quake 1 use here, although I fear the leaderboards will become a complete mess then, because the ordering algorithm on speedrun.com prefers either RTA or IGT - it doesn't order by an actual time, so if you prefer SS runs with IGT time 1:00:00, it will be first on the leaderboards even if all RTA runs with RTA time are faster.
Also, I've noticed each runner use a slightly different starting point for their timers. We should specify it (and retime the current runs). I personally think the timer should start when you choose a difficulty and end with the final stats screen, but unfortunately some runs continue with the ending cutscene and credits, so I'm not sure about that. We could use "when you beat the final boss", but there could be a problem with IGT and I don't remember how exactly it works - if it stops when you beat the final boss, or if it stops after the ending cutscene.
I've changed the timing for RTA runs to RTA. IGT would only make sense if the run is SINGLE-SEGMENT, which usually is not - runners use save/load for hard tricks, thus IGT can be very different from RTA since IGT restarts from previous load, it doesn't continue.
In case someone wants to chat about SS games, you can join #ssdq on quakenet.
Thanks.
HD versions have some missing videos that are available on ssdq.org, so I just wanted to add them.
I have fixed the frame issue by using opengl instead of d3d, so I'll record a video for every new run I make. I've already recorded some of my runs (although still in d3d mode).